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Interfacing the Narrative Experience

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Book cover Funology

Part of the book series: Human-Computer Interaction Series ((HCIS,volume 3))

Conclusion

Our knowledge of the physical world and the skills with which we engage with it are powerful facilitators to LRP games. The artefacts, costumes, game-specific locations and buildings transform the physical world into a magic place where fantastic narratives are spawned. The level of engagement such a game environment creates — with no physical division between player, character, space, and narrative — is the kind of immersion many interactive narratives and computer games seek to achieve but where they also fail. By looking at the appropriation of artefacts and physical game locations in LRP games, and observing how the stories emerge from the interaction between all these components, we can inform the design process for interfaces to interactive narrative applications.

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© 2003 Kluwer Academic Publishers

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Falk, J. (2003). Interfacing the Narrative Experience. In: Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (eds) Funology. Human-Computer Interaction Series, vol 3. Springer, Dordrecht. https://doi.org/10.1007/1-4020-2967-5_25

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  • DOI: https://doi.org/10.1007/1-4020-2967-5_25

  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-1-4020-2966-0

  • Online ISBN: 978-1-4020-2967-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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